~Shin_Ganondorf~
02-12-2004, 07:44 PM
^-How To Wield The Triforce of Power-^(version 2.4and a 1/2) by ~Shin_Ganondorf~
1. Why Ganondorf?
====*Encouraging your Ganondorf
2. Moves List, %'s, everything
====* Do's and Don'ts
3. Applying Tech's Tricks
====*The Wavedash
4. Spike Technique's
5. Combo's and named Combo's
6. Closing Words
Why Play Ganondorf?
Lets see, slow character with uber strength . . . with captain falcons fighting style. <pause> . . . Sweet!
Ganondorf is OVERALL the STRONGEST character in the game but including that, Ganondorf is also a great punching bag for other characters. Just like bowser, Ganondorf likes to eat shieks needles, foxes shines, and falco's l@z0rx. Not to mention missile's from spamus.
One of the most important things a new Ganon player has to learn is they have to keep their mind under controll while being aflicted by another characters combo. Ganon will be hit several times usually inside a samus or shiek combo. The key is . . . don't lose faith. Keep watching for that moment to free yourself with DI, and don't wipe your hands off, sigh, and give up. Just like the dumb toy says, "Never give up! Never surrend- *cough-cough. . . . puke*
When you gain controll of your character again, keep your head on strait. They will usually try to charge you again to put you in a combo. Your best way to stop this . . . Neutral-A, your Thunder Punch. You have to stop their attack and begin yours. You have to remember where your combo's start, and don't throw yourself foolishly into another one of their traps. (shield grab ftw)
I can't tell you how your Ganondorf will play . . . I can only encourage you and tell you what I know.
This is my philosophy. Ganondorf is slow, and depends upon fast reflexes and a constant humming, anger-red-mind to advance him. If you adopt wavedashing and L-cancelling into your style of play and ACT as if you were playing against a shiek all the time, your Ganondorf will take on certain 'speed demon' traits. Basically. . . you should be playing a shiek vs shiek . . . xcept one of them shieks is a green-skinned psycho. And this brings me to small part of the guide i've created to help boost that urge of conquest and dominance that Ganondorf players need.
*Encouraging your Ganondorf
Have you found yourself restless when you end your combo's yet? If you havn't then you should. Most Ganondorf players won't pay enough attention to what they REALLY want, take it from your friendly Shin Ganondorf, put it in yourself that your at one life going against somebody with three and that person is shiek--What the hell do you have to loose?! Get your *** in there and throw your spirit into an all consuming fire of blind attack.
Putting yourself in this sort of turmoil will give you a fire for exceeding Ganondorf's limitations. When you feel the restriction of combo's and you see your opponent is flying away from you, slap a wavedash-roll onto the end of your fast-fall and get your arse back into the fray, you might find yourself looking at a new realm of comboing, the follow-up.
What people REALLY want is to have the fast character that does lots of damage very fast. What I offer you is something I have grown to love much more than that type of character. I offer you Ganondorf . Playing him at his full extent will make you feel your playing harder, faster, and better than those other faster character. You will have many things against you, and have to protect and counter and think more because of the restrictions. If restrictions way you down, they will make you stronger. This I have found is FACT! Restrictions make you stronger!
EXAMPLE - My Ganondorf was subject to play against a very good shiek at one point in time. Playing against Shiek (one strong bane of Ganondorf) forced me to think faster, develope faster combo's that worked, and of course work on my escaping out of combo's. I lost more than I won but after playing so much against the shiek, my Ganondorf grew better in playing FAST, and just the same against a shiek MY Ganondorf is harder to kill.
EX 2. I played Roy and became a master of the character type while my friend DMStudios played Marth. The difference between us was I lost and he won. With the restrictions that my lesser character put on me, I had to advance faster, and create more ways of attacking and comboing in order to defeat the marth. Marth was easily played by DMStudios because Marth is top tier and all that my opponent really needed in order to win was a forward smash. My Roy grew in skill while loosing more, and when it came down for me to choose Marth against his Marth, I could tell right away on the first match that my Marth was better than his because I had played Roy and learned more about Marth's style from playing Roy than DMStudios did as he played Marth.
the constant rushing and stalking of Ganondorf -- For people who play against me, I like it when they realize that my Ganondorf is not only fast, but he's more like a shadow onto their character: I'm always there, or running to them when other Ganondorf's would stop.
Ganondorf has the ability to play fast, and when you play a fast Ganondorf for the first time you will feel pride because your playing your Ganondorf several times harder to make him as fast as a fast type character. When this comes to pass, you really can't help but be content with pulling something MORE out of a character who's supposed to be slow and not able to combo greatly.
ONTO THE REAL PART OF THE GUIDE!!!
Moves List
Standing A Button, Thunder Punch - 3-7%
Speed: Very Uber Fast
Range: Very small
Priority: High, even though it is usually fast enough to strike first.
Knockback: High for neutral A
This move is one of many peoples favorite moves. This is Ganondorf's fastest attack in his arsenile, and one of his most needed. I use this move just about after every airial move that leads to a landing and me facing a shielded opponent. The punch is fast enough to smack a shield-grabber, and once this happends you can most likely dash up and grab them. Your throw combo's are stronger if you throw a Thunder-Punch in between your chain.
Remember, this move kills shield grabbers. After your forward airial, L-cancel and do this move, then run up an grab, or combo another way.
A (while dashing), Iron Shoulder - 5-14%
Speed: Decent
Range: Moderate
Priority: High
Knockback: Low, good for some combos
The Iron Shoulder like many other characters dash attacks, is basically running forward and then hitting your opponent with your shoulder. I use this in a few combo's . . . can't think of them, but it gets your opponent into the air well enough. This move isn't expected much, because it doesn't kill like Samus's, it kinda just . . . pokes em. You will find yourself being killed if you abuse this move (duh) but if used correctly, it can be a great combo add-on.
Left or Right + A, Armor Crusher - 6-13%
Speed: Fast
Range: Decent
Priority: Decent
Knockback: Low, good for combos
The range is your friend on these tilts, and the power behind them is great for combo's or just knocking your opponent the heck away from you. At lower dmg's try using a Thunder Punch and combo with one of these, and you will find they work just fine. These are also great for picking dmg off opponents. Throw these in when they least expect it, its always good to throw in an Armor Crusher every now and then.
Tilt Up + A, Volcano Kick - 14-27%
Speed: A snail could get away in time.
Range: Ok, hard to gauge though.
Priority: Impossible to outprioritize this.
Knockback: Very high
Ganondorf's most powerful attack, and if not the most feared. The uptilt starts silent, Ganondorf stretching up his leg, doing the splits in mid air (drool ladies). You will see the smoke and then you will die as most have come to know in the early days of Smash Meleedom.
This move is scary, I didn't expect Ganonodorf to be this flexible but what was even scarier is that this move is stronger than the Warlock Punch. Its pretty much the ultimate in Edge Guarding Dissing, and will make your opponent scream in fright if inside a 4 person melee they end up near you and see the smoke on the leg stop.
This move is great, I'm not going to say useless, because when it comes to edgeguarding its a complete utter diss, and its **** effective. This like other Ganondorf moves, you HIT with this, or you DON'T use it.
Down + A, Sweeping Snake - 6-12%
Speed: Decent/Fast
Range: Great
Priority: Moderate
Knockback: Low, sends opponent upward
This is a good launcher. Wavedash into position and hit with the tip if you want to scare your opponents with its reach. This isn't a poke, its a serious tilt, and can send your opponent up enough and into enough of a flail that its a sure forward-airial ftw.
Smash Left or Right + A, Nightmare Lunge - 12-30%
Speed: Slow
Range: Decent
Priority: High
Knockback: Very high
Isn't THAT a cool sounding move! In order to balance Ganondorf and make him a bit of a different character they took away the explossive effect that the forward smash does with Captain Falcon. Captain Falcon's forward smash, the Overheat Elbo, hits and blasts you strait away from him, with Ganondorf the attack knocks your opponent in the air, . . . . . -grins- in the air . . . soooo start spamming your up-airial.
This move is a great move because of the lag on it. Its like Bowsers forward smash, and the seceret to it, is the draw back, before the initial omgzorx-i'm in pain!
Watch out for the lag... Don't underestimate this attack, its power is second to the Tornado Kick.
Smash Up + A, Tornado Kick - 10-53%
Speed: Fast, (Coupled with the strength, too fast.)
Range: Fair
Priority: High
Knockback: Insanely high
Second strongest smash attack in the game. If both feet connect this is Ganonodorf's most percent damaging attack. I use this move sparingly because in the beginning of my Ganondorf playing I used the move a lot, instead of following up in the air with combo's. If somebody gets hit by this attack, its all over, they realize that now they are at or near 100 percent, and you still are a heavy strong character at zero percent and with your advanced tech's you happen to be demon fast. good-game k-thanks, bye bye.
Smash Down + A, Leg Whip - 4-21%
Speed: Decent
Range: Decent
Priority: Low
Knockback: Moderate
This move doesn't do nearly as much damage as the Tornado Kick, but the Leg Whip has its own specialty . . . COMBO'S!! The lagtime on this move is bad, if you miss, you most likely will be attacked. Using this move two times often yields success if you miss the first time (but thats just mind game talk). I use this a lot against fast fallers. They tend to eat it up, and be in a flail just ready for a lovely airial. . . such as your skull crusher. yaay for combo's!!
A Button (in air), Swooping Keese - 6-22%
Speed: Decent
Range: Low
Priority: Insanely high
Knockback: Low
Basically . . . my new favorite friend. Spam this move with L-cancels. Learn to hit with both hits (if you do hit with both attacks, grats, tons of damage ftw! 6-22%, remember.) I'm just now beginning to tie a thunder-punch on the end of this move. Its . . . strangly fast. Don't forget this move, it will save you in the middle of your opponents combo's. what will they say when a random foot kicks them in the face as they try to use a slower airial to hit you? Pretty much, omg, what was that?
tip It should also be known that this move's hit box is below Ganondorf and behind him. This attack is Ganondorf's fastest airial, so if you don't have time for that Vulture to swing back or the hidden gauntlet to bash, use this. It'll get the job done.
Forward + A (in air), Skull Crusher - 9-17%
Speed: Fast
Range: Great
Priority: Moderate
Knockback: Great
"The Fist of Death" is quite the powerful attack. Amazingly overused by Ganondorf players, but such a good move it doesn't matter if its overused. The only problem I have with this one attack is its slower than hidden gauntlet. Some who depend upon this move too much will overlook another move that will fit the situation better.
This move's hit-box is above Ganondorf as well. so its an up-airial as well.
Backward + A (in air), Hidden Gauntlet - 8-16%
Speed: Very Fast
Range: Low-moderate
Priority: High
Knockback: High
It comes out very fast, and has seemingly more knockback-KO power than the forward airial. With it being fast . . . you can spam it a whole lot.
tip To throw your opponent for a loop, as you run towards them turn around quick, and jump backwards and hit with this move. They won't really understand 'what' your doing, but i've thrown my opponent for a loop by bluntly turning in the heat of battle, jumping away from their attack with this move. Odd enough, the placement of Ganondorfs body lets him dodge attack while the fist still hits the opponent. Course that happened once so, heh.
Up + A (in air), Vulture Kick - 3-13%
Speed: Superb, though not instantaneous.
Range: Great
Priority: Moderate-high
Knockback: Great
The beloved Vulture Kick! This is Ganondorf's prised juggling wide ranged up air attack. This move is filled with speed and repitition
A seceret mind game and trick to do some damage to the opponent is to use this move like a hidden gauntlet. Jump over your oponent, or face behind them, use this move and hit with the end part of the animation, the part where he flips and also HITS from behind.
hint Another hint about this move is you can short jump and pull this out with a C-stick, and its a VERY fast killing move. Its like a knee of death at high percentages, immediate damage, immediate kill. Thats right, short jump and pull this out when your opponent is at higher dmg, and it'll do the job VERY well. Falling Up-Airial to Thunder-punch is your friend as well.
Down + A (in air), Thunder Drop* - 12-22%
Speed: Fast
Range: Moderate
Priority: High
Knockback: Moderate, but if opponent is in the air, VERY HIGH (Spike)
The DREADED ~Thunder Drop~ happends to be talked about as the most destructive spike on the game. A spike from this move, and you feel dissed, plain and simple. This is Ganondorfs most prised air move, because it doubles as one of his best Combo Starters IF you L-cancel correctly, which is sometimes difficult. And this move will Kill your opponent at around 80-100% damage (depending on character though), as will it prove to be a great set up for air combo's for all your annihilating delights.
Work on your short jump because this move happends to be the ruler of them all. A short jump and this will decides life and death for most of my opponents. I get this shot in, and I combo and combo and combo to my hearts delight. Its a good practice to save this move and use it when you plan on it hitting, even with the L cancel softening the blow of a miss-hit, there's that chance that you will be caught dead in somebodies hands. Use this move and hit with it, or try not to use it at all. This move doesn't need a special name, or a tag of 'To H-E-L-L', when you hit with this, they feel it.
A or Z (while holding), Armored Knee - 1-3%
Its always good to smack your opponent atleast one time with this move to build the damage, you should get used to also just beating the crap out of them while holding them, some people just don't expect you to keep hitting. As well, all you falco and fox players throwing in random lazers every now and then, yes look at those guys, brilliant and annoying, thats what it is to use this attack. Throw it in there to build the damage, it doesn't matter how insignificant, it helps!
Forward (while holding), Gut Punch - 2-9%
The gut punch offers less combo situations, however, it looks cool enough and is a good way to relocate the battle to a different part of the stage. Follow this up with a wavedash forward, then the mind games begin because they will be up. Its impossible to combo well with the forward throw, but take advantage of it moving your opponent into the grey area of offensive and defensive, again, mind games!
Backward (while holding), Blind Mule Kick - 2-9%
The coolest throw in Ganondorf's book of throws, its name is basically what it is. This is not a good combo starter, but it offers you that cool move and the chance that you are using it at an edge means it could knock them out and kill them at high percent. I use this mostly for looks, as most Ganondorf players would probably use it for. Best knockback of Ganondorf's throws.
Up (while holding), Jaw Breaker - 1-7%
A better juggler for Ganondorf, at low percentages you can throw juggle an opponent (who doesn't float away) a few times, and then combo it with several other things. The up throw is always good for a follow up air attack or upsmash on rare occation. Something that will basically always work is this throw and a Dark Dive, its always a good thing to get the damage in when you can. Also at low percentages, comboing this with a Thunder Punch and Armor crushers work well.
Down (while holding), Dirt Nap - 3-7%
Ganondorfs BEST throw, which you can continually pull out like a shiek throw combo to characters weighed like shiek or you :) Shiek and Ganondorf are just perfect for downthrow combo's. With this move you can really do some damage, try experimenting with your Gerudo Dragon after a few of these, and enjoy the results and possabilities!
B button, Warlock Punch - 16%-32%
Speed: SLOW
Range: Moderate
Priority: Not going to be able to outprioritize this.
Knockback: Very high
This move is a KO, move plain and simple. But instead of being a Falcon Punch KO move, this take a larger time to summon up, thus, don't use this jumping in the air expecting to land and hitting your opponent who thinks your aiming this way but isn't really so they roll into it. This weapon better serves as an edge guarding tool, just like the Volcano Kick.
When being defensive (only on occasion, because i'm an offensive dude) I tend to go up to my opponents and as they are fighting charge this move and wait for them to throw somebody into it, because this is very much a motion sensor bomb going off, everyone wants to either stop it from hitting them, or they want to use it as a weapon, throwing an opponent into it . . . better yet, hold your opponent and kindly ask your friendly neighborhood Ganondorf to step over and end the quabble.
Good for Edgeguarding diss's
Forward B, Gerudo Dragon - 9-17%
Speed: Slow-Moderate (From a distance)/ Fast (Close)
Range: Good
Priority: Poor
Knockback: Decent-high
The Gerudo Dragon is a must need move for Ganondorf, its a great combo starter, and it just looks plain COOL!(Try pausing at frame 1, glowing fist o-death) It may not have the range of Captain Falcons (or speed) , or the spike ability, but it does its job as a combo starter and a follow up for chaining smaller combo's into larger ones. This is that extra launcher you need to place your opponent in your attack zone. This is one of the ultimate tools for Ganondorf Combo'ing, use it well. The placement of this move is tricky later on against stronger opponents, but for newbs, oh bud did I own in the old days.
Dodges some projectiles!!!!! Don't forget!
***Often times the lag of this move, the pause before the initial charge of the attack, can fool opponents. Also, with a fast side-dodger, sometimes the side dodge is done incorrectly because of timing issue's, they dodge too early, hearing that 'swish' Ganondorf does, and when they pop back in they get hit by it. This move, if saved like a special bar (grins), can fool your oponents in various ways. It really is up to you to find the best uses for this move. As for using it in the air. It has no spike, so its only use really is that extra hit. On occations with my combo's being thrown out i'm actually in a place where the only way to hit my opponent again is by using this move. And their only way of dodging is either hitting me or air dodging. Against link I sometimes use this move from a short hop. I jump over the range of his arrows and usually boomerang, and I'll do this move, the lag of the move sometimes messes with the timing of my opponents side dodge yielding good results. Usually I would try to do this sort of risky move when their percentage of life is high, because if they have low percent the end lag of the dragon will end up doing more damage to me. But tell Berserker Ganon to cool his jets and wait for his opportunity--yea, right, like thats gunu happen.
Up B, Dark Dive - 10-17%
Speed: Moderate-fast
Range: Decent
Priority: Insanely High
Knockback: High
This is a Grab move, you do the Up B, and Ganondorf crouches down with a fist on the ground, and suddenly leaps up grabbing and clutching ahold of his opponent, shocking them with dark energy, and exploding from them with a kick. . . . . !!!! FNYEEAAAAUUGH!!
This is a move you can also do on the ground farther away from your opponent, you'd be surprised with the range! Blocking won't save your opponent here.
This is a great combo ender, which most G'dorf users are fond of. Most people who begin playing as Ganondorf remember the computer falcon or ganondorf using this a lot, well it works a lot, so its the first step getting on your feet with comboing.
This is a seceret about the Dark Dive, when defensive with Bowser and Link, directly from a block you can do their up B with grand results. With Ganondorf the same is true, every ganondorf player (even the best) should get in the habbit of using this defensive to offensive move, its moderately fast, its rewarding, and better than just standing there with a shield up. You can do this no matter which direction your facing. Use the up B and point your controll stick towards your enemy, instant gratification.
Can't be shielded against!
-roars with laughter, clawed hands raised in the air- "Link I shall defeat you with! The . . . CUDDLE OF DOOM!! Har Har Har!!"
. . . had to do it :)
Down B, Wizards Foot - 8-20%
Speed: Moderate-Fast
Range: Good
Priority: Average
Knockback: High/ Very high (With both characters in air.)
Aah, the speed of this move . . . is overrated. Its a good move, its predictable as **** if your used to Ganondorf players. But its PUNISHING if you get hit by it, it works in the air as well as a spike and double hitter (one hit in the air, one hit of him landing) Speaking of spike, use this on the edge after jumping, spike your opponent to ****, then use your second jump and up B to get back, just plain simple and rewarding.
This move is great when your coming back from the edge and your at final destination. Use this when your opponent comes out to spike you, the start up lag will put them in front of you, and you will spike THEM , and after they are spiked you can jump, and up B (along the side) and make it back to the ledge. Also, this move is neat when you are doing mind game things, and you jump up and instead of doing an airial you do the Wizards Foot, lags a killer, but thats part of the mind game.
Up on directional pad, TAUNT
This actually protects Ganondorf from a few projectiles, such as Shells on the ground (red one's) Even a better tuant when you use it tactically.
~INCORPORATING TECH'S~
The wavedash, I am set on it being one of the most useful tools I have in my array of skills to win. Wavedash is offensive, defensive, a way to get out of a stick situation and suprise your opponent with unknown speed, and conquer obstacles. Its a game of risk, because you can't really be invincible with this move, whereas a roll does a simlilar action but you can be invincible. (thus wavedash-roll)
WAVE DASH (jump and airdodge diagonally holding the controll stick towards your direction and tilting down a bit, do the jump and airdodge almost at the same time and extremely fast so your character slides on the ground. *best descovered with Luigi*)
I use the wavedash almost constantly. . . usually off of a short-hop forward. I like to instead of land, glide forward, then roll. Wavedash-roll
Wavedash-Roll - Wavedash + roll = the wavedash-roll, a technique that combines the speed of wavedashing, rolling, invincibility, and length to allow you to sneak up behind your rolling opponent who didn't wavedash, or to just dodge while still moving on terrain. My favorite
Wavedash Landing- From falling, if you wavedash right when you hit the ground (no landing now) you will slide along the ground farther than a wavedash from a standing positions, meaning, from a jump your wavedash may always be longer than your regular so getting around obstacles is much much easier. This is a fact, a character that needs to get somewhere, but has obstacles in the way. Usually this person would have to land, but with the wavedash you can glide onto the platform and begin in an immediate run if you need to. Wavedash Landing is one of the most used ways of wavedashing for me. It speeds up my character and most any character a lot.
Ledge-hanging Wavedash - From hanging on the edge, let go and jump (almost like a shorthop when you do it) and then do a wavedash onto the platform your hanging from, you will wavedash if you do it correctly, you may just end up short hopping up to a shield, which is still good. This is the FASTEST way to get up from the edge, though its by all means not the safest.
Your on a roll with your comboing and you desperately want to keep pressing the attack because your opponent is flailing but he/she is too far away. - Ganondorf has the second slowest run there is in the game, and his beginning animation of his run, isn't the fastest. The BEST thing you can do to press the offensive even more, is to wavedash IMMEDIATELY after your combo, and immediately slam the stick to run to do that extra smack damage and KO your opponent. The wavedash will also help you to get to your speedy opponent when they perform a laggy move (such as a downsmash with Shiek) and be able to grab them or dash attack them.
IMPORTANT- Mainly with wavedashing your going to do this. from every landing you do, wavedash into a run, or a roll.
EXAMPLE: Your doing a combo, and your hit your opponent with an up aerial (vulture kick) When your falling to the ground, do a wavedash. From the air wavedashes are more effective, you slide faster and farther, this will give you a head start to catch up to your sky rocketing opponent, so you can be the hounding dog you are and smack him up some more. Again, Wavedashing is very important for your slow Ganondorf.
Experimenting with Getting back to the stage? Suprisingly sometimes when your knocked off the edge your opponent will be rushing to get to you from across the other side (say, final destination) You will be above the edge, and your choices are these. Directional Influence (DI) to land on the stage, DI to hang on the edge, up B, because you don't use DI, or Down B, pluss jump, and up B (tricky sometimes).
If you want to shock your opponent with something, do a wavedash right to the platform. you will glide on the stage, and you can do a wavedash-run or more favorable to me, the wavedash-roll, and what is your opponent going to think!? Of course, if they havn't seen this you will fly right past them, or gut check them into the air with an Iron Shoulder and put them on the defensive. The wavedash is a fast tool for coming back from the edge, one of the most risky things to do, because your edgeguarding idiot friend likes to win.
Your trying to get around Hyrule Temple, or Battlefield, or any other stage with obsticles in your way, the big blue head of squirtle! - W.A.V.E - D.A.S.H I use the wavedash more than ever to just glide up and down terrain off jumps. Jump up on squirtle's head, and wavedash to the middle. who needs to waste an UP B, and put yourself in danger, smack your opponent, jump double jump wavedash and follow up on him. Your wavedash is your KEY to making your character Faster on ground. ANY CHARACTER can do the wavedash, and Ganondorf for one, is a character I have learned to use the wavedash with, very incorporative. The bottom of Hyrule Temple, to the top? Easily done with the help of a wavedash. You will NEVER beat a person getting to the top of Hyrule temple(using the same character as you), if they use the wavedash perfectly, because it is hands down the fastest way of getting from point A to point B, if you must use more jumps or up B's to get there. Why use them when you can wavedash. . . .
Also, if you jump from the ground onto a platform, you can press the airdodge button at the exact time you would do a wavedash on the ground, and you will IMMEDIATELY LAND with no land animation or anything, a puff of smoke and your upright and in mode for fighting, blocking whatever. think of it this way folks, the best player in smash brothers in the world in the history of smash brothers melee would be a master of wavedashing just because of the stuff you can do like that. jump onto a platform and press the airdodge button to wavedash in place, or in this case, LAND without the need of a landing animation. ITS ALMOST CHEATING!!
EXAMPLE: Go to peach's Castle start on one side of the castle and get to the other by using the wavedash at the top of your second jump when your going over the tower part and midle portion of the level. You will wavedash and drop down to the bottom VERY quickly and seemlessly. Wavedashing, important.
The wavedash is a tool for people who understand its usefulness, and those who are able to move their hands in perfection to use this almost instantly. It is a dodge, it is a way of speeding your characters way of getting around objects, its a RISKY move, and its a lifesaver. . . . (and taunt) You will find many uses for this move, when you have mastered it. But Mastery of the Wavedash is a MUST for anyone who wants to be above the rest. And for me its the one thing that made the game much more fun, its like . . . I controll the level with this move.
L AND R CANCELLING (Press L or R after doing an airial move right when you touch the ground, best known and discovered with Link's sword plant, pressing L or R to instantly recover)
Using this with Ganondorf can make Ganondorf combo much along the same speeds as Shiek. The L-cancel works when you do an air move and you land, usually you will have some lag time before being able to get up and shield or attack again, using the L or R button you can press it at the appropriate time and your character will recover in half the time or instantly. This is better understood with Link users who do the Down A in the air (sword plant) and are stuck in the ground, if they press the L button at the right time, they will recover almost instantly, a GREAT help for combo's and getting out of the way for your opponents offensive.
Your combo's are lacking because of the lag time with your air game. - L-cancel off of your thunder drop, L cancel off of any of your air moves, this will speed you up and ready you perfectly for another move. Try thunderdrop and Gerudo dragons, use your L-cancel though!
Crouch Cancelling - I am a veteran of Street Fighter/SNK type games, and I am fond of holding down and back for guarding. When I know there isn't time for me to block an oncoming attack, I will most always shoot my thumb down on the control stick to do a crouch cancel, this can save your life, and save you from being combo'ed. Use this at lower damage's so you are unphased by an attack, and you can rally up on him for using a powerful move with lag time. Crouch Cancelling is a useful tool which everyone should know, it makes you LAST LONGER, always a good thing.
You're at high damage, and a tilt is going to kill you! Crouch Cancel an attack if you can't block! You will fly away,but not as far, and you might ONLY slide on the ground, still able to tech or get back to your opponent. Save your life with this move I swear.
Shield Grabbing - if you don't know this . . . and don't use this, your screwed. [/color=red]This is a must use for every smash melee player.[/color] Hold the shield button, and press A. . . incorporate, and you will be in a new realm of fighting game-ness.
Spike Technique's - Spikes are a very important part of the game, some characters are made and unmade by their spike ability. Ganondorf has a total of 2.5 spikes, two happen to be extremely effective, the other is an added bonus for mastery of a move. The Wizards Foot, Thunder Drop. and the smaller spike is the end animation of the Vulture Kick (up airial)
Jump out there before they get too close
Spiking is a risky buisness, you have to be on your ball, you have to be ready for them to avoid it, and you have to be able to get back to the stage, or its fruitless (unless your kirby and like the backthrow)
Jumping out and doing the thunderdrop is a main spike of Ganondorfs. Its a good Idea to try and jump as far out and do the spike early on, so your opponent has to use their up B to soon to get back to the edge. Characters like Marth and Mario as examples, it would be well to jump out and encounter them farther away from the edge. 1. you put them at a huge disadvantage, because they have to do SOMETHING to stop your Thunder Drop or Wizards foot, so they might resort to using their up B too early, resulting in you getting a little hurt, and able to get back to the stage, and them floating on down to oblivion.
Edgeguard Spike
A different way of spiking is guarding the edge and spiking. If you know your opponent likes to or is bound to come up from just under the edge, your going to want to short jump and Thunderdrop, or even BETTER, short jump and Wizards Foot MAKING SURE you don't go down to them, but you hit them when they do their up B. Their head should rise above the platform, and you will hit it, and they will die, you hitting the very edge of the terrain so you streem down to a death of your own device. Marth type characters are very fun to do this with, their up B tends to rise them just up enough so you can do a Wizards Foot hitting the ground, but you also hit the top of his head, sending him to oblivion while your still at the edge, rising up all cool like from your wizards foot.
Different Human/Character, different tech
Different characters like Shiek and Peach have different ways of getting back to the edge. A Shiek is mostly invincible, so your going to want to either be COMPLETELY on the offensive, and hit her before she even goes invincible, or play it safe (the way most do) and wait for her to do her flame thing, then Thunderdrop her, and smack her back out there. Peach is a game of cat and mouse, most people know by now its a fundamental rule in smash that you don't want to be above anyone, your a prime target to get hurt. Vulture Kick, Vulture Kick, not really a game for spikes, but definitely what you have to do to kill peach.
Peach is one of those characters you actually have to KILL, its been said many times, the Peach always comes back. (this is where I play Falco and turn her flight powers into a fun spike the peach game)
I'll let you decide the different styles for different characters, for now, its onto a little more fun part. . . .
The Heart of Smash, and of this guide
_-COMBO's-_ Heck, these are just some random fun tricks. Most the time, my favorite 100% combo doesn't work. And usually I end up tweaking things aroundin my combo's so I never know if it will work the second time. Forward airials will change to up-airials, and so combos change. . . soooo, even though they are here, most of these aren't dependable. but fun! So I didn't delete them.
Nightmare Combo - Grab, Dirt Nap, Lightning Punch, Sweeping Snake, Nightmare Lunge(charged slightly)
Approximate Dmg: 45-50%
This is all for the name baby, I don't use the forward smash as much as I should, its great, its like Bowsers forward smash, the real back, and the steaming forward of a powerful smash. Pluss, you can stem this combo (as you can with most Ganondorfs combo's) from a grab. Throw them into the ground, and punch them, setting them up for a Sweeping snake, then let them land, let them get up, they won't know your charging this move. It will teach them well, and on the day they learn, you won't charge it, you will do . . . this.
Broken Dream, Nightmare Rush - Grab, Dirt Nap, Lightning Punch, Sweeping Snake, Nightmare Lunge(no charge), Gerudo Dragon, hidden Gauntlet, Skull Crusher
Approximate Dmg: 95-100%
Another combo with the tag of ULTIMATE combo, This is the next step in the Nightmare Combo. This requires a degree of luck, and a load of perfection. It works on a set few characters, but were talking 95 - 100 % damage on this one, its worth it to know your opponent, and their character. Do the Nightmare combo, up to the Nightmare Lunge, DON'T charge the nightmare lunge, instead hit them with it, then, if your lucky you can follow with the VERY TIP of a Gerudo Dragon. This will knock your opponent into the air for a great back airial, hidden gauntlet, which you can then do your fist of death. . bluntly run up to them and smack them up. They will most likely recover by now, but . . . oh the glory of getting that final hit in. DO IT! Even if your risking it, DO IT for the GLORY of the Nightmare Rush!
The Scavenger - (end of) Vulture Kick, Gerudo Dragon
Approximate DMG: 20-25%
One of the more advanced ways of starting combo's with Ganondorf. Something everyone should learn to use is this combo starter, it can easily lead into parts of the Berserker Death charge, one of Ganondorfs more ultimate combo's. Your opponents might learn to see this coming, but thats the glory of it. Through your playing you will learn many ways to start combo's, you don't necisarily have to start combo's with this move, it hits so far away you can back off and keep 'PICKING' at your opponent.
Wizards Wrath - Skull Crusher, Wizards Foot
Approximate DMG: 27-30%
This can lead to a stale-mate against most characters, against laggier characters and depending on which part of the wizards foot you hit with, you might be able to follow up, mostly your looking at this as a lucky beginning combo. This works almost ONLY from zero percent. This is one of the more useful combo's with the Wizards Foot, actually I'd stake that just about only THIS combo makes the Wizard Foot more common. Most people will wonder what to use the Wizards foot for later in the game because its laggy and isn't that good to use a lot, this combo makes the move useful and the lag is acceptable.
*******************************************
Closing Words
Ummm . . . yea. I did a little update . . . not enough to make me real happy at all. I think all I did was 'begin' trimming out the garbage in this. It still has 'some' good info in it. -yawn- Cut out the banes part, i'll either have a complete list of what to do against this character, or nothing at all.
As for what i've been doing with G-dorf. . . heh. Working on nueteral-airial spamming. Missile deflection and finding different angles to attack from. btw, nobody expects the forward-B in the air. . . juuust right over links and samus's missiles. they learn fast though :)
May end up poking this thing again some day. . . as for now.
lame attempt to poke and prod things need fixin.
as always. Love to the G-dorf.
- ~Shin_Ganondorf~
1. Why Ganondorf?
====*Encouraging your Ganondorf
2. Moves List, %'s, everything
====* Do's and Don'ts
3. Applying Tech's Tricks
====*The Wavedash
4. Spike Technique's
5. Combo's and named Combo's
6. Closing Words
Why Play Ganondorf?
Lets see, slow character with uber strength . . . with captain falcons fighting style. <pause> . . . Sweet!
Ganondorf is OVERALL the STRONGEST character in the game but including that, Ganondorf is also a great punching bag for other characters. Just like bowser, Ganondorf likes to eat shieks needles, foxes shines, and falco's l@z0rx. Not to mention missile's from spamus.
One of the most important things a new Ganon player has to learn is they have to keep their mind under controll while being aflicted by another characters combo. Ganon will be hit several times usually inside a samus or shiek combo. The key is . . . don't lose faith. Keep watching for that moment to free yourself with DI, and don't wipe your hands off, sigh, and give up. Just like the dumb toy says, "Never give up! Never surrend- *cough-cough. . . . puke*
When you gain controll of your character again, keep your head on strait. They will usually try to charge you again to put you in a combo. Your best way to stop this . . . Neutral-A, your Thunder Punch. You have to stop their attack and begin yours. You have to remember where your combo's start, and don't throw yourself foolishly into another one of their traps. (shield grab ftw)
I can't tell you how your Ganondorf will play . . . I can only encourage you and tell you what I know.
This is my philosophy. Ganondorf is slow, and depends upon fast reflexes and a constant humming, anger-red-mind to advance him. If you adopt wavedashing and L-cancelling into your style of play and ACT as if you were playing against a shiek all the time, your Ganondorf will take on certain 'speed demon' traits. Basically. . . you should be playing a shiek vs shiek . . . xcept one of them shieks is a green-skinned psycho. And this brings me to small part of the guide i've created to help boost that urge of conquest and dominance that Ganondorf players need.
*Encouraging your Ganondorf
Have you found yourself restless when you end your combo's yet? If you havn't then you should. Most Ganondorf players won't pay enough attention to what they REALLY want, take it from your friendly Shin Ganondorf, put it in yourself that your at one life going against somebody with three and that person is shiek--What the hell do you have to loose?! Get your *** in there and throw your spirit into an all consuming fire of blind attack.
Putting yourself in this sort of turmoil will give you a fire for exceeding Ganondorf's limitations. When you feel the restriction of combo's and you see your opponent is flying away from you, slap a wavedash-roll onto the end of your fast-fall and get your arse back into the fray, you might find yourself looking at a new realm of comboing, the follow-up.
What people REALLY want is to have the fast character that does lots of damage very fast. What I offer you is something I have grown to love much more than that type of character. I offer you Ganondorf . Playing him at his full extent will make you feel your playing harder, faster, and better than those other faster character. You will have many things against you, and have to protect and counter and think more because of the restrictions. If restrictions way you down, they will make you stronger. This I have found is FACT! Restrictions make you stronger!
EXAMPLE - My Ganondorf was subject to play against a very good shiek at one point in time. Playing against Shiek (one strong bane of Ganondorf) forced me to think faster, develope faster combo's that worked, and of course work on my escaping out of combo's. I lost more than I won but after playing so much against the shiek, my Ganondorf grew better in playing FAST, and just the same against a shiek MY Ganondorf is harder to kill.
EX 2. I played Roy and became a master of the character type while my friend DMStudios played Marth. The difference between us was I lost and he won. With the restrictions that my lesser character put on me, I had to advance faster, and create more ways of attacking and comboing in order to defeat the marth. Marth was easily played by DMStudios because Marth is top tier and all that my opponent really needed in order to win was a forward smash. My Roy grew in skill while loosing more, and when it came down for me to choose Marth against his Marth, I could tell right away on the first match that my Marth was better than his because I had played Roy and learned more about Marth's style from playing Roy than DMStudios did as he played Marth.
the constant rushing and stalking of Ganondorf -- For people who play against me, I like it when they realize that my Ganondorf is not only fast, but he's more like a shadow onto their character: I'm always there, or running to them when other Ganondorf's would stop.
Ganondorf has the ability to play fast, and when you play a fast Ganondorf for the first time you will feel pride because your playing your Ganondorf several times harder to make him as fast as a fast type character. When this comes to pass, you really can't help but be content with pulling something MORE out of a character who's supposed to be slow and not able to combo greatly.
ONTO THE REAL PART OF THE GUIDE!!!
Moves List
Standing A Button, Thunder Punch - 3-7%
Speed: Very Uber Fast
Range: Very small
Priority: High, even though it is usually fast enough to strike first.
Knockback: High for neutral A
This move is one of many peoples favorite moves. This is Ganondorf's fastest attack in his arsenile, and one of his most needed. I use this move just about after every airial move that leads to a landing and me facing a shielded opponent. The punch is fast enough to smack a shield-grabber, and once this happends you can most likely dash up and grab them. Your throw combo's are stronger if you throw a Thunder-Punch in between your chain.
Remember, this move kills shield grabbers. After your forward airial, L-cancel and do this move, then run up an grab, or combo another way.
A (while dashing), Iron Shoulder - 5-14%
Speed: Decent
Range: Moderate
Priority: High
Knockback: Low, good for some combos
The Iron Shoulder like many other characters dash attacks, is basically running forward and then hitting your opponent with your shoulder. I use this in a few combo's . . . can't think of them, but it gets your opponent into the air well enough. This move isn't expected much, because it doesn't kill like Samus's, it kinda just . . . pokes em. You will find yourself being killed if you abuse this move (duh) but if used correctly, it can be a great combo add-on.
Left or Right + A, Armor Crusher - 6-13%
Speed: Fast
Range: Decent
Priority: Decent
Knockback: Low, good for combos
The range is your friend on these tilts, and the power behind them is great for combo's or just knocking your opponent the heck away from you. At lower dmg's try using a Thunder Punch and combo with one of these, and you will find they work just fine. These are also great for picking dmg off opponents. Throw these in when they least expect it, its always good to throw in an Armor Crusher every now and then.
Tilt Up + A, Volcano Kick - 14-27%
Speed: A snail could get away in time.
Range: Ok, hard to gauge though.
Priority: Impossible to outprioritize this.
Knockback: Very high
Ganondorf's most powerful attack, and if not the most feared. The uptilt starts silent, Ganondorf stretching up his leg, doing the splits in mid air (drool ladies). You will see the smoke and then you will die as most have come to know in the early days of Smash Meleedom.
This move is scary, I didn't expect Ganonodorf to be this flexible but what was even scarier is that this move is stronger than the Warlock Punch. Its pretty much the ultimate in Edge Guarding Dissing, and will make your opponent scream in fright if inside a 4 person melee they end up near you and see the smoke on the leg stop.
This move is great, I'm not going to say useless, because when it comes to edgeguarding its a complete utter diss, and its **** effective. This like other Ganondorf moves, you HIT with this, or you DON'T use it.
Down + A, Sweeping Snake - 6-12%
Speed: Decent/Fast
Range: Great
Priority: Moderate
Knockback: Low, sends opponent upward
This is a good launcher. Wavedash into position and hit with the tip if you want to scare your opponents with its reach. This isn't a poke, its a serious tilt, and can send your opponent up enough and into enough of a flail that its a sure forward-airial ftw.
Smash Left or Right + A, Nightmare Lunge - 12-30%
Speed: Slow
Range: Decent
Priority: High
Knockback: Very high
Isn't THAT a cool sounding move! In order to balance Ganondorf and make him a bit of a different character they took away the explossive effect that the forward smash does with Captain Falcon. Captain Falcon's forward smash, the Overheat Elbo, hits and blasts you strait away from him, with Ganondorf the attack knocks your opponent in the air, . . . . . -grins- in the air . . . soooo start spamming your up-airial.
This move is a great move because of the lag on it. Its like Bowsers forward smash, and the seceret to it, is the draw back, before the initial omgzorx-i'm in pain!
Watch out for the lag... Don't underestimate this attack, its power is second to the Tornado Kick.
Smash Up + A, Tornado Kick - 10-53%
Speed: Fast, (Coupled with the strength, too fast.)
Range: Fair
Priority: High
Knockback: Insanely high
Second strongest smash attack in the game. If both feet connect this is Ganonodorf's most percent damaging attack. I use this move sparingly because in the beginning of my Ganondorf playing I used the move a lot, instead of following up in the air with combo's. If somebody gets hit by this attack, its all over, they realize that now they are at or near 100 percent, and you still are a heavy strong character at zero percent and with your advanced tech's you happen to be demon fast. good-game k-thanks, bye bye.
Smash Down + A, Leg Whip - 4-21%
Speed: Decent
Range: Decent
Priority: Low
Knockback: Moderate
This move doesn't do nearly as much damage as the Tornado Kick, but the Leg Whip has its own specialty . . . COMBO'S!! The lagtime on this move is bad, if you miss, you most likely will be attacked. Using this move two times often yields success if you miss the first time (but thats just mind game talk). I use this a lot against fast fallers. They tend to eat it up, and be in a flail just ready for a lovely airial. . . such as your skull crusher. yaay for combo's!!
A Button (in air), Swooping Keese - 6-22%
Speed: Decent
Range: Low
Priority: Insanely high
Knockback: Low
Basically . . . my new favorite friend. Spam this move with L-cancels. Learn to hit with both hits (if you do hit with both attacks, grats, tons of damage ftw! 6-22%, remember.) I'm just now beginning to tie a thunder-punch on the end of this move. Its . . . strangly fast. Don't forget this move, it will save you in the middle of your opponents combo's. what will they say when a random foot kicks them in the face as they try to use a slower airial to hit you? Pretty much, omg, what was that?
tip It should also be known that this move's hit box is below Ganondorf and behind him. This attack is Ganondorf's fastest airial, so if you don't have time for that Vulture to swing back or the hidden gauntlet to bash, use this. It'll get the job done.
Forward + A (in air), Skull Crusher - 9-17%
Speed: Fast
Range: Great
Priority: Moderate
Knockback: Great
"The Fist of Death" is quite the powerful attack. Amazingly overused by Ganondorf players, but such a good move it doesn't matter if its overused. The only problem I have with this one attack is its slower than hidden gauntlet. Some who depend upon this move too much will overlook another move that will fit the situation better.
This move's hit-box is above Ganondorf as well. so its an up-airial as well.
Backward + A (in air), Hidden Gauntlet - 8-16%
Speed: Very Fast
Range: Low-moderate
Priority: High
Knockback: High
It comes out very fast, and has seemingly more knockback-KO power than the forward airial. With it being fast . . . you can spam it a whole lot.
tip To throw your opponent for a loop, as you run towards them turn around quick, and jump backwards and hit with this move. They won't really understand 'what' your doing, but i've thrown my opponent for a loop by bluntly turning in the heat of battle, jumping away from their attack with this move. Odd enough, the placement of Ganondorfs body lets him dodge attack while the fist still hits the opponent. Course that happened once so, heh.
Up + A (in air), Vulture Kick - 3-13%
Speed: Superb, though not instantaneous.
Range: Great
Priority: Moderate-high
Knockback: Great
The beloved Vulture Kick! This is Ganondorf's prised juggling wide ranged up air attack. This move is filled with speed and repitition
A seceret mind game and trick to do some damage to the opponent is to use this move like a hidden gauntlet. Jump over your oponent, or face behind them, use this move and hit with the end part of the animation, the part where he flips and also HITS from behind.
hint Another hint about this move is you can short jump and pull this out with a C-stick, and its a VERY fast killing move. Its like a knee of death at high percentages, immediate damage, immediate kill. Thats right, short jump and pull this out when your opponent is at higher dmg, and it'll do the job VERY well. Falling Up-Airial to Thunder-punch is your friend as well.
Down + A (in air), Thunder Drop* - 12-22%
Speed: Fast
Range: Moderate
Priority: High
Knockback: Moderate, but if opponent is in the air, VERY HIGH (Spike)
The DREADED ~Thunder Drop~ happends to be talked about as the most destructive spike on the game. A spike from this move, and you feel dissed, plain and simple. This is Ganondorfs most prised air move, because it doubles as one of his best Combo Starters IF you L-cancel correctly, which is sometimes difficult. And this move will Kill your opponent at around 80-100% damage (depending on character though), as will it prove to be a great set up for air combo's for all your annihilating delights.
Work on your short jump because this move happends to be the ruler of them all. A short jump and this will decides life and death for most of my opponents. I get this shot in, and I combo and combo and combo to my hearts delight. Its a good practice to save this move and use it when you plan on it hitting, even with the L cancel softening the blow of a miss-hit, there's that chance that you will be caught dead in somebodies hands. Use this move and hit with it, or try not to use it at all. This move doesn't need a special name, or a tag of 'To H-E-L-L', when you hit with this, they feel it.
A or Z (while holding), Armored Knee - 1-3%
Its always good to smack your opponent atleast one time with this move to build the damage, you should get used to also just beating the crap out of them while holding them, some people just don't expect you to keep hitting. As well, all you falco and fox players throwing in random lazers every now and then, yes look at those guys, brilliant and annoying, thats what it is to use this attack. Throw it in there to build the damage, it doesn't matter how insignificant, it helps!
Forward (while holding), Gut Punch - 2-9%
The gut punch offers less combo situations, however, it looks cool enough and is a good way to relocate the battle to a different part of the stage. Follow this up with a wavedash forward, then the mind games begin because they will be up. Its impossible to combo well with the forward throw, but take advantage of it moving your opponent into the grey area of offensive and defensive, again, mind games!
Backward (while holding), Blind Mule Kick - 2-9%
The coolest throw in Ganondorf's book of throws, its name is basically what it is. This is not a good combo starter, but it offers you that cool move and the chance that you are using it at an edge means it could knock them out and kill them at high percent. I use this mostly for looks, as most Ganondorf players would probably use it for. Best knockback of Ganondorf's throws.
Up (while holding), Jaw Breaker - 1-7%
A better juggler for Ganondorf, at low percentages you can throw juggle an opponent (who doesn't float away) a few times, and then combo it with several other things. The up throw is always good for a follow up air attack or upsmash on rare occation. Something that will basically always work is this throw and a Dark Dive, its always a good thing to get the damage in when you can. Also at low percentages, comboing this with a Thunder Punch and Armor crushers work well.
Down (while holding), Dirt Nap - 3-7%
Ganondorfs BEST throw, which you can continually pull out like a shiek throw combo to characters weighed like shiek or you :) Shiek and Ganondorf are just perfect for downthrow combo's. With this move you can really do some damage, try experimenting with your Gerudo Dragon after a few of these, and enjoy the results and possabilities!
B button, Warlock Punch - 16%-32%
Speed: SLOW
Range: Moderate
Priority: Not going to be able to outprioritize this.
Knockback: Very high
This move is a KO, move plain and simple. But instead of being a Falcon Punch KO move, this take a larger time to summon up, thus, don't use this jumping in the air expecting to land and hitting your opponent who thinks your aiming this way but isn't really so they roll into it. This weapon better serves as an edge guarding tool, just like the Volcano Kick.
When being defensive (only on occasion, because i'm an offensive dude) I tend to go up to my opponents and as they are fighting charge this move and wait for them to throw somebody into it, because this is very much a motion sensor bomb going off, everyone wants to either stop it from hitting them, or they want to use it as a weapon, throwing an opponent into it . . . better yet, hold your opponent and kindly ask your friendly neighborhood Ganondorf to step over and end the quabble.
Good for Edgeguarding diss's
Forward B, Gerudo Dragon - 9-17%
Speed: Slow-Moderate (From a distance)/ Fast (Close)
Range: Good
Priority: Poor
Knockback: Decent-high
The Gerudo Dragon is a must need move for Ganondorf, its a great combo starter, and it just looks plain COOL!(Try pausing at frame 1, glowing fist o-death) It may not have the range of Captain Falcons (or speed) , or the spike ability, but it does its job as a combo starter and a follow up for chaining smaller combo's into larger ones. This is that extra launcher you need to place your opponent in your attack zone. This is one of the ultimate tools for Ganondorf Combo'ing, use it well. The placement of this move is tricky later on against stronger opponents, but for newbs, oh bud did I own in the old days.
Dodges some projectiles!!!!! Don't forget!
***Often times the lag of this move, the pause before the initial charge of the attack, can fool opponents. Also, with a fast side-dodger, sometimes the side dodge is done incorrectly because of timing issue's, they dodge too early, hearing that 'swish' Ganondorf does, and when they pop back in they get hit by it. This move, if saved like a special bar (grins), can fool your oponents in various ways. It really is up to you to find the best uses for this move. As for using it in the air. It has no spike, so its only use really is that extra hit. On occations with my combo's being thrown out i'm actually in a place where the only way to hit my opponent again is by using this move. And their only way of dodging is either hitting me or air dodging. Against link I sometimes use this move from a short hop. I jump over the range of his arrows and usually boomerang, and I'll do this move, the lag of the move sometimes messes with the timing of my opponents side dodge yielding good results. Usually I would try to do this sort of risky move when their percentage of life is high, because if they have low percent the end lag of the dragon will end up doing more damage to me. But tell Berserker Ganon to cool his jets and wait for his opportunity--yea, right, like thats gunu happen.
Up B, Dark Dive - 10-17%
Speed: Moderate-fast
Range: Decent
Priority: Insanely High
Knockback: High
This is a Grab move, you do the Up B, and Ganondorf crouches down with a fist on the ground, and suddenly leaps up grabbing and clutching ahold of his opponent, shocking them with dark energy, and exploding from them with a kick. . . . . !!!! FNYEEAAAAUUGH!!
This is a move you can also do on the ground farther away from your opponent, you'd be surprised with the range! Blocking won't save your opponent here.
This is a great combo ender, which most G'dorf users are fond of. Most people who begin playing as Ganondorf remember the computer falcon or ganondorf using this a lot, well it works a lot, so its the first step getting on your feet with comboing.
This is a seceret about the Dark Dive, when defensive with Bowser and Link, directly from a block you can do their up B with grand results. With Ganondorf the same is true, every ganondorf player (even the best) should get in the habbit of using this defensive to offensive move, its moderately fast, its rewarding, and better than just standing there with a shield up. You can do this no matter which direction your facing. Use the up B and point your controll stick towards your enemy, instant gratification.
Can't be shielded against!
-roars with laughter, clawed hands raised in the air- "Link I shall defeat you with! The . . . CUDDLE OF DOOM!! Har Har Har!!"
. . . had to do it :)
Down B, Wizards Foot - 8-20%
Speed: Moderate-Fast
Range: Good
Priority: Average
Knockback: High/ Very high (With both characters in air.)
Aah, the speed of this move . . . is overrated. Its a good move, its predictable as **** if your used to Ganondorf players. But its PUNISHING if you get hit by it, it works in the air as well as a spike and double hitter (one hit in the air, one hit of him landing) Speaking of spike, use this on the edge after jumping, spike your opponent to ****, then use your second jump and up B to get back, just plain simple and rewarding.
This move is great when your coming back from the edge and your at final destination. Use this when your opponent comes out to spike you, the start up lag will put them in front of you, and you will spike THEM , and after they are spiked you can jump, and up B (along the side) and make it back to the ledge. Also, this move is neat when you are doing mind game things, and you jump up and instead of doing an airial you do the Wizards Foot, lags a killer, but thats part of the mind game.
Up on directional pad, TAUNT
This actually protects Ganondorf from a few projectiles, such as Shells on the ground (red one's) Even a better tuant when you use it tactically.
~INCORPORATING TECH'S~
The wavedash, I am set on it being one of the most useful tools I have in my array of skills to win. Wavedash is offensive, defensive, a way to get out of a stick situation and suprise your opponent with unknown speed, and conquer obstacles. Its a game of risk, because you can't really be invincible with this move, whereas a roll does a simlilar action but you can be invincible. (thus wavedash-roll)
WAVE DASH (jump and airdodge diagonally holding the controll stick towards your direction and tilting down a bit, do the jump and airdodge almost at the same time and extremely fast so your character slides on the ground. *best descovered with Luigi*)
I use the wavedash almost constantly. . . usually off of a short-hop forward. I like to instead of land, glide forward, then roll. Wavedash-roll
Wavedash-Roll - Wavedash + roll = the wavedash-roll, a technique that combines the speed of wavedashing, rolling, invincibility, and length to allow you to sneak up behind your rolling opponent who didn't wavedash, or to just dodge while still moving on terrain. My favorite
Wavedash Landing- From falling, if you wavedash right when you hit the ground (no landing now) you will slide along the ground farther than a wavedash from a standing positions, meaning, from a jump your wavedash may always be longer than your regular so getting around obstacles is much much easier. This is a fact, a character that needs to get somewhere, but has obstacles in the way. Usually this person would have to land, but with the wavedash you can glide onto the platform and begin in an immediate run if you need to. Wavedash Landing is one of the most used ways of wavedashing for me. It speeds up my character and most any character a lot.
Ledge-hanging Wavedash - From hanging on the edge, let go and jump (almost like a shorthop when you do it) and then do a wavedash onto the platform your hanging from, you will wavedash if you do it correctly, you may just end up short hopping up to a shield, which is still good. This is the FASTEST way to get up from the edge, though its by all means not the safest.
Your on a roll with your comboing and you desperately want to keep pressing the attack because your opponent is flailing but he/she is too far away. - Ganondorf has the second slowest run there is in the game, and his beginning animation of his run, isn't the fastest. The BEST thing you can do to press the offensive even more, is to wavedash IMMEDIATELY after your combo, and immediately slam the stick to run to do that extra smack damage and KO your opponent. The wavedash will also help you to get to your speedy opponent when they perform a laggy move (such as a downsmash with Shiek) and be able to grab them or dash attack them.
IMPORTANT- Mainly with wavedashing your going to do this. from every landing you do, wavedash into a run, or a roll.
EXAMPLE: Your doing a combo, and your hit your opponent with an up aerial (vulture kick) When your falling to the ground, do a wavedash. From the air wavedashes are more effective, you slide faster and farther, this will give you a head start to catch up to your sky rocketing opponent, so you can be the hounding dog you are and smack him up some more. Again, Wavedashing is very important for your slow Ganondorf.
Experimenting with Getting back to the stage? Suprisingly sometimes when your knocked off the edge your opponent will be rushing to get to you from across the other side (say, final destination) You will be above the edge, and your choices are these. Directional Influence (DI) to land on the stage, DI to hang on the edge, up B, because you don't use DI, or Down B, pluss jump, and up B (tricky sometimes).
If you want to shock your opponent with something, do a wavedash right to the platform. you will glide on the stage, and you can do a wavedash-run or more favorable to me, the wavedash-roll, and what is your opponent going to think!? Of course, if they havn't seen this you will fly right past them, or gut check them into the air with an Iron Shoulder and put them on the defensive. The wavedash is a fast tool for coming back from the edge, one of the most risky things to do, because your edgeguarding idiot friend likes to win.
Your trying to get around Hyrule Temple, or Battlefield, or any other stage with obsticles in your way, the big blue head of squirtle! - W.A.V.E - D.A.S.H I use the wavedash more than ever to just glide up and down terrain off jumps. Jump up on squirtle's head, and wavedash to the middle. who needs to waste an UP B, and put yourself in danger, smack your opponent, jump double jump wavedash and follow up on him. Your wavedash is your KEY to making your character Faster on ground. ANY CHARACTER can do the wavedash, and Ganondorf for one, is a character I have learned to use the wavedash with, very incorporative. The bottom of Hyrule Temple, to the top? Easily done with the help of a wavedash. You will NEVER beat a person getting to the top of Hyrule temple(using the same character as you), if they use the wavedash perfectly, because it is hands down the fastest way of getting from point A to point B, if you must use more jumps or up B's to get there. Why use them when you can wavedash. . . .
Also, if you jump from the ground onto a platform, you can press the airdodge button at the exact time you would do a wavedash on the ground, and you will IMMEDIATELY LAND with no land animation or anything, a puff of smoke and your upright and in mode for fighting, blocking whatever. think of it this way folks, the best player in smash brothers in the world in the history of smash brothers melee would be a master of wavedashing just because of the stuff you can do like that. jump onto a platform and press the airdodge button to wavedash in place, or in this case, LAND without the need of a landing animation. ITS ALMOST CHEATING!!
EXAMPLE: Go to peach's Castle start on one side of the castle and get to the other by using the wavedash at the top of your second jump when your going over the tower part and midle portion of the level. You will wavedash and drop down to the bottom VERY quickly and seemlessly. Wavedashing, important.
The wavedash is a tool for people who understand its usefulness, and those who are able to move their hands in perfection to use this almost instantly. It is a dodge, it is a way of speeding your characters way of getting around objects, its a RISKY move, and its a lifesaver. . . . (and taunt) You will find many uses for this move, when you have mastered it. But Mastery of the Wavedash is a MUST for anyone who wants to be above the rest. And for me its the one thing that made the game much more fun, its like . . . I controll the level with this move.
L AND R CANCELLING (Press L or R after doing an airial move right when you touch the ground, best known and discovered with Link's sword plant, pressing L or R to instantly recover)
Using this with Ganondorf can make Ganondorf combo much along the same speeds as Shiek. The L-cancel works when you do an air move and you land, usually you will have some lag time before being able to get up and shield or attack again, using the L or R button you can press it at the appropriate time and your character will recover in half the time or instantly. This is better understood with Link users who do the Down A in the air (sword plant) and are stuck in the ground, if they press the L button at the right time, they will recover almost instantly, a GREAT help for combo's and getting out of the way for your opponents offensive.
Your combo's are lacking because of the lag time with your air game. - L-cancel off of your thunder drop, L cancel off of any of your air moves, this will speed you up and ready you perfectly for another move. Try thunderdrop and Gerudo dragons, use your L-cancel though!
Crouch Cancelling - I am a veteran of Street Fighter/SNK type games, and I am fond of holding down and back for guarding. When I know there isn't time for me to block an oncoming attack, I will most always shoot my thumb down on the control stick to do a crouch cancel, this can save your life, and save you from being combo'ed. Use this at lower damage's so you are unphased by an attack, and you can rally up on him for using a powerful move with lag time. Crouch Cancelling is a useful tool which everyone should know, it makes you LAST LONGER, always a good thing.
You're at high damage, and a tilt is going to kill you! Crouch Cancel an attack if you can't block! You will fly away,but not as far, and you might ONLY slide on the ground, still able to tech or get back to your opponent. Save your life with this move I swear.
Shield Grabbing - if you don't know this . . . and don't use this, your screwed. [/color=red]This is a must use for every smash melee player.[/color] Hold the shield button, and press A. . . incorporate, and you will be in a new realm of fighting game-ness.
Spike Technique's - Spikes are a very important part of the game, some characters are made and unmade by their spike ability. Ganondorf has a total of 2.5 spikes, two happen to be extremely effective, the other is an added bonus for mastery of a move. The Wizards Foot, Thunder Drop. and the smaller spike is the end animation of the Vulture Kick (up airial)
Jump out there before they get too close
Spiking is a risky buisness, you have to be on your ball, you have to be ready for them to avoid it, and you have to be able to get back to the stage, or its fruitless (unless your kirby and like the backthrow)
Jumping out and doing the thunderdrop is a main spike of Ganondorfs. Its a good Idea to try and jump as far out and do the spike early on, so your opponent has to use their up B to soon to get back to the edge. Characters like Marth and Mario as examples, it would be well to jump out and encounter them farther away from the edge. 1. you put them at a huge disadvantage, because they have to do SOMETHING to stop your Thunder Drop or Wizards foot, so they might resort to using their up B too early, resulting in you getting a little hurt, and able to get back to the stage, and them floating on down to oblivion.
Edgeguard Spike
A different way of spiking is guarding the edge and spiking. If you know your opponent likes to or is bound to come up from just under the edge, your going to want to short jump and Thunderdrop, or even BETTER, short jump and Wizards Foot MAKING SURE you don't go down to them, but you hit them when they do their up B. Their head should rise above the platform, and you will hit it, and they will die, you hitting the very edge of the terrain so you streem down to a death of your own device. Marth type characters are very fun to do this with, their up B tends to rise them just up enough so you can do a Wizards Foot hitting the ground, but you also hit the top of his head, sending him to oblivion while your still at the edge, rising up all cool like from your wizards foot.
Different Human/Character, different tech
Different characters like Shiek and Peach have different ways of getting back to the edge. A Shiek is mostly invincible, so your going to want to either be COMPLETELY on the offensive, and hit her before she even goes invincible, or play it safe (the way most do) and wait for her to do her flame thing, then Thunderdrop her, and smack her back out there. Peach is a game of cat and mouse, most people know by now its a fundamental rule in smash that you don't want to be above anyone, your a prime target to get hurt. Vulture Kick, Vulture Kick, not really a game for spikes, but definitely what you have to do to kill peach.
Peach is one of those characters you actually have to KILL, its been said many times, the Peach always comes back. (this is where I play Falco and turn her flight powers into a fun spike the peach game)
I'll let you decide the different styles for different characters, for now, its onto a little more fun part. . . .
The Heart of Smash, and of this guide
_-COMBO's-_ Heck, these are just some random fun tricks. Most the time, my favorite 100% combo doesn't work. And usually I end up tweaking things aroundin my combo's so I never know if it will work the second time. Forward airials will change to up-airials, and so combos change. . . soooo, even though they are here, most of these aren't dependable. but fun! So I didn't delete them.
Nightmare Combo - Grab, Dirt Nap, Lightning Punch, Sweeping Snake, Nightmare Lunge(charged slightly)
Approximate Dmg: 45-50%
This is all for the name baby, I don't use the forward smash as much as I should, its great, its like Bowsers forward smash, the real back, and the steaming forward of a powerful smash. Pluss, you can stem this combo (as you can with most Ganondorfs combo's) from a grab. Throw them into the ground, and punch them, setting them up for a Sweeping snake, then let them land, let them get up, they won't know your charging this move. It will teach them well, and on the day they learn, you won't charge it, you will do . . . this.
Broken Dream, Nightmare Rush - Grab, Dirt Nap, Lightning Punch, Sweeping Snake, Nightmare Lunge(no charge), Gerudo Dragon, hidden Gauntlet, Skull Crusher
Approximate Dmg: 95-100%
Another combo with the tag of ULTIMATE combo, This is the next step in the Nightmare Combo. This requires a degree of luck, and a load of perfection. It works on a set few characters, but were talking 95 - 100 % damage on this one, its worth it to know your opponent, and their character. Do the Nightmare combo, up to the Nightmare Lunge, DON'T charge the nightmare lunge, instead hit them with it, then, if your lucky you can follow with the VERY TIP of a Gerudo Dragon. This will knock your opponent into the air for a great back airial, hidden gauntlet, which you can then do your fist of death. . bluntly run up to them and smack them up. They will most likely recover by now, but . . . oh the glory of getting that final hit in. DO IT! Even if your risking it, DO IT for the GLORY of the Nightmare Rush!
The Scavenger - (end of) Vulture Kick, Gerudo Dragon
Approximate DMG: 20-25%
One of the more advanced ways of starting combo's with Ganondorf. Something everyone should learn to use is this combo starter, it can easily lead into parts of the Berserker Death charge, one of Ganondorfs more ultimate combo's. Your opponents might learn to see this coming, but thats the glory of it. Through your playing you will learn many ways to start combo's, you don't necisarily have to start combo's with this move, it hits so far away you can back off and keep 'PICKING' at your opponent.
Wizards Wrath - Skull Crusher, Wizards Foot
Approximate DMG: 27-30%
This can lead to a stale-mate against most characters, against laggier characters and depending on which part of the wizards foot you hit with, you might be able to follow up, mostly your looking at this as a lucky beginning combo. This works almost ONLY from zero percent. This is one of the more useful combo's with the Wizards Foot, actually I'd stake that just about only THIS combo makes the Wizard Foot more common. Most people will wonder what to use the Wizards foot for later in the game because its laggy and isn't that good to use a lot, this combo makes the move useful and the lag is acceptable.
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Closing Words
Ummm . . . yea. I did a little update . . . not enough to make me real happy at all. I think all I did was 'begin' trimming out the garbage in this. It still has 'some' good info in it. -yawn- Cut out the banes part, i'll either have a complete list of what to do against this character, or nothing at all.
As for what i've been doing with G-dorf. . . heh. Working on nueteral-airial spamming. Missile deflection and finding different angles to attack from. btw, nobody expects the forward-B in the air. . . juuust right over links and samus's missiles. they learn fast though :)
May end up poking this thing again some day. . . as for now.
lame attempt to poke and prod things need fixin.
as always. Love to the G-dorf.
- ~Shin_Ganondorf~